Improved Breakthroughs

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DESCRIPTION

The goal of this mod is to improve some under-powered breakthroughs. The mod doesn't always modify the description of the breakthroughs. Cannot always modify already researched breakthroughs; a restart is required Alien Imprints Original:Uncovers new Anomalies - Alien Artifacts - which provide a boost to all research when scanned (3% reduced cost for each scanned Alien Artifact anomaly, from 3 to 10) Modified: Uncovers new Anomalies - Alien Artifacts - which provide a boost to all research when scanned (3% reduced cost for each scanned Alien Artifact anomaly, always 10) Motivation: no more save scumming to get more anomalies Good Vibrations Original: Domes restore Sanity (+5) to their inhabitants every Sol. Modified: Domes restore Health (+2.5) and Sanity (+5) to their inhabitants every Sol. Motivation: to set it apart from Rapid Sleep Hive Mind Original: Residents in the Arcology get a bonus to work performance based on the number of unique Perks and specializations of colonists living in the Arcology. Modified: Residents in any Residence get a bonus to work performance based on the number of unique Perks and specializations, minus the unique number of Flaws, of colonists living in the Residence Motivation: to make it on par with the other performance boosting technologies. Plasma Rocket Original: Rocket travel time to and from Earth reduced by 50% Modified: Rocket travel time to and from Earth reduced by 50% and fuel consumption is reduced by 20 (SpaceY Space Race rockets no longer require fuel if you have both Plasma Rockets and Advanced Martian Engines ) Motivation: early-game boost. Vocation-Oriented Society Original: Colonists gain 10 bonus work performance when all their stats are in the green. Modified: Colonists gain 15 bonus work performance when all their stats are in the green. Motivation: to make it on par with the other performance boosting technologies. Space Rehabilitation Original: Colonists have a 50% chance to lose a flaw on their journey to Mars. Modified: Colonists have a 100% chance to lost a flaw on their journey to Mars. Motivation: to make it a little better. Still not good enough. Soylent Green Original: Colonists drop 1 food on the ground up to a sol after death Modified: Colonists drop 4 food on the ground immediately after death, then 1 more up to a sol after death Motivation: to make it on par with other food breakthroughs. Clarifications: the code that drops 1 food is buried deep within the code, so I chose to leave it there. Superfungus Original: Adds an upgrade which increases food production by 50% and oxygen consumption by 100% Modified: Adds an upgrade which increases food production by 100% and oxygen consumption by 50% Motivation: to make it less penalizing for something that's supposed to be a breakthrough

CHANGELOG

v4 - Released 2022-02-15

Fixed a bug with invalid colonists dying and soylent green

v3 - Released 2021-09-30

Further improved Superfungus

v2 - Released 2021-09-29

Added SoylentGreen and Superfungus

REQUIREMENTS

Surviving Mars

Surviving Mars

Full game


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